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*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Imaro" data-source="post: 3899660" data-attributes="member: 48965"><p>This feels like metagaming (offering experience points) for going along with the pre-set notions of how and what should be achieved. The problem I have with it...is what happens when the PC's are doing there own thing that doesn't mesh with what you expected or wanted them to do. If anything this seems to be a convenient way of railroading. Players want experience points, if you codify them for specific plotlines then the PC has one of two choices...</p><p></p><p>A.) Do what you want them to and be rewarded </p><p>B.) Do something else and miss out on experience points</p><p></p><p>Theres no way to know how a PC will react to a situation, in the above example I may not be interested in the Key with the ruby, and without the "quest card" may not even know it's something important. The problem is the minute the DM hands me a quest card or tells me there's a quest around it...well I'm kind of forced into a pre-plotted storyline in order to attain xp...even if there's something else I'd rather my character do, or I'm just not interested in it and my fellow players are.</p><p></p><p>I honestly think the PC's creating "quests" for themselves w/DM approval and assigning of xp, would be a better idea.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3899660, member: 48965"] This feels like metagaming (offering experience points) for going along with the pre-set notions of how and what should be achieved. The problem I have with it...is what happens when the PC's are doing there own thing that doesn't mesh with what you expected or wanted them to do. If anything this seems to be a convenient way of railroading. Players want experience points, if you codify them for specific plotlines then the PC has one of two choices... A.) Do what you want them to and be rewarded B.) Do something else and miss out on experience points Theres no way to know how a PC will react to a situation, in the above example I may not be interested in the Key with the ruby, and without the "quest card" may not even know it's something important. The problem is the minute the DM hands me a quest card or tells me there's a quest around it...well I'm kind of forced into a pre-plotted storyline in order to attain xp...even if there's something else I'd rather my character do, or I'm just not interested in it and my fellow players are. I honestly think the PC's creating "quests" for themselves w/DM approval and assigning of xp, would be a better idea. [/QUOTE]
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